Showing Posts For Fluffy Pillow.3612:
In case someone is wondering what I mean by “less freedom to choose”, lets take a look at the trait overhaul for example.
Old system, you had 6 possible traits on the first tier, 10 possible traits on the second and 13 on the third.
So you could, on a single trait line, create 6*9*11 = 594 different combinations.
New system, you have 3 on first tier, 3 on second and 3 on third. You can create 27 different combinations on a single traitline. That’s hardly anything when compared to the old system.
Now, calculating the total different combos for the old system is a bit tricky, as it was diverse and you could allocate traitpoints as you wanted.
But it’d be considerably more than 594*594*6 = 2117016 combinations (which is what you’d get if your friend had chosen how much to allocate on each traitlines and all you got to do was to select which traits you wanted. In reality, you could select which traitlines, how much and what traits.)
New system, you have a grand total of (5 nCr 3 ) * 27 * 27 * 27 = 196830, which is a fraction of what the old system had. Even if the old system had only 3 traitlines, it would’ve still had ten time more possible combinations to choose from, ten times the freedom of choice.
Not to mention, NO ONE was putting 1-2 pt into a trait line, they had to commit to it. People were also gated and forced into a trait line due to the stats it gave. Are people really still complaining about something that people understood to be a good thing MONTHS ago?!
the warhorn wasn’t the big “thing” about the tempest. it was the shouts. and the F1-4 overcharges, to another extent. that you put them at the end of your post as an afterthought means you completely missed the focus of the tempest.
Either that, or you missed the point I was making
We were told there would be new a new weapon for each profession that would change the gameplay. The Elementalists weapon was incomplete and terrible. That’s disappointing.Here’s a quote “Evolve your gameplay. With profession specializations, you’ll unlock access to a weapon previously unavailable to your profession as well as new traits, skills, and unique mechanics – all of which will transform your profession into something new.”
I’m getting pretty sick of the same weapons after years of using them. I was really looking forward to something new. The weapons are, after all, the defining part of each build. They’re the skills you’re using constantly. Utility skills are few, and the recharges are generally pretty long. Elite you get to use maybe once or twice per a boss encounter.
The mechanic is to overload your attunement for staying in it, making you stay longer in it to unlock a new skill that is actually good and then locking you out of it due to an overload. Its a risk vs reward profession that functions a lot like celestial daggers on the ele. The class is much more supportive outside of the overload, with the overloads being where the dmg is at.
Dragon Hunters
I don’t know much about this class to be eligible to give much of an opinion. I have tried it, the damage seems fine, and some skill like the LB5 should have an instant cage at the beginning of the animation. The animation should also be different then arrow barrage as well.
Maybe the Dragon Hunter should release an arrow for every target at a high arc which explodes into a column of light that damages enemies over time (as it does now) and leave a light cage behind. The cage should also scale in size of the monster. Its as if the cage is made of Lego, sure I wont step on it, but I can always walk over it. It just looks silly if it doesn’t scale.
Here is a wild suggestion, maybe the duration of the cage is directly impacted by the size of the monster, since it fit the theme of Dragon Hunter quite well. It would be hard to implement on the game, but you can also use the amount of boss HP there is or the tier of it, such as a champ.
Tempest
I believe the Tempest is the greatest of the elite specs in terms of support, PVP and WvW. They simply have everything now thanks to this profession. So instead of going through numbers, I just want to talk about animations. I am well aware that the animation in the BETA is not final, but I just want to give my opinion based on what I’ve seen.
First off is the fire attunement, the skill feels amazing but the final ‘tornado’ that it leaves behind needs a visual update. It looks like a few panel of ‘wet’ glass put together like a traffic cone and then have it whirl a little. I expected to see an actual inferno to appear, not like some hot air was trapped inside of a glass vase half way through it’s shaping phase.
The water and lighting attunement is what I had expected from the tempest, just not the Overload Earth (which I would like to call rock slide going forward). The problem with the ‘riding’ animation is it’s inability to fit larger character models on top of it, in this case Norns and Charr cannot fit atop the pedestal without looking like they need 2-3 times the amount of space. Please increase the entire visual rock effects across all races. The rock slide can be bigger but the effective radius can remains the same. Right now the skill is leaving a void of unknown space that happens to cripple you when no rocks are in place. As mentioned above, PLEASE don’t be afraid to create bigger models for skills.
On the side note, I had wish for some of the skills to be more vertical then horizontal. Take for example Cyclone. It looks like thin air disk which can barely brush my hair, and yet it is able to move a multitude of large target near the center. The little cyclone created by it makes the skill look underwhelming. The same goes with “Feel the Burn”, its just a thin underwhelming disk of heat emitted on the floor. I was expecting an actual heat ray towering away from the character. And things like tidal surge looks like it could use some polishing by adding some details.
At the end of the day I appreciate all that the Devs, the designers and the director as well as the admins who allow us to keep in touch, with all they have done. We, the player, understand that this is a Beta test environment and I know for a fact that some changes would be made. I would also like to thank you guys for giving us quality work such as the Beta map you have presented us. I know many things have it’s ways to go, but keep up the good work ! And thanks to all who take their player’s opinion to heart.
I hope the next BWE would be as successful as this one and look forward to writing my next feedback.
Profession: Reaper
Race: Human Male
GS 1: The damage looks great if the attack speed was normal. The design and the concept of attacking slower but yielding greater damage don’t seem to cut it. The damage is a bit off, and as I have been playing power Necro outside of beta, the damage from dagger 1 greatly out DPS the greatsword. The concept of a slower attack=higher damage don’t seem to quite cut it in the Beta, it should actually be slower attack=much greater damage. There is an inherit risk in slower attacks as they require commitment and offers a wider window for being canceled due to a dodging, skill override and interruptions. Weapons like the dagger offers a steady amount of damage with little to no risk. There would be less draw back in damage should they be interrupted, self inflicted or otherwise.
TLDR: I’m hoping for a greater increase in damage due to the risk.
GS2 : Gravedigger is the bread and butter of the reaper outside of deathshroud (DS). However the skill need to have a bigger impact then it does right now. It doesn’t hit as hard as I had hoped and it can be fixed with either a simple increase in damage or a faster casting speed. The slower casting speed make me feel like I may as well just use my GS1 instead. The skill is also unused if the enemy has more then 50% HP. If I use it before hand and my skill is on cooldown, I would miss out on some DPS when the enemy IS at -50% HP. Granted, this skill is great on Elite tier + but I would be using my DS since I am a light armor class.
GS3: Death spiral. I think the spiral needs to be a bit more pronounced. The green should be a lot more darker. It looks like the entire skill was fading from the very start.
GS4: Nightfall is absolutely amazing to use and the numbers/effect is great. The skill reads “Call down a growing column of shadows that damages and applies conditions on foes per pulse”. I don’t think that is what was shown in game.
Its more of a swirling green whirlpool of dark energy and mist that emits upwards . I was visualizing a dark cloud descending from above and slowly creeping across the floor. Due to the name being Night “fall”, I felt like the skill itself looks nice now but doesn’t live up to the nature of the name.
Deathshroud: I think you guys have done a great job in balancing the DS, the damage seems stable and is much different then it’s other counter part.
Heal: I didn’t understand the damage aspect of the heal. I think the damage should either be more prominent or removed entirely. As of right now the damage is simply trivial. Maybe remove the damage and have it inflict a small amount of CC.
Shouts in general: Damage boost. Some of the shout’s damage is comparable to the heals. They are used more for the effect then for the damage. Chill To The Bone seems to be the exception to all of these. The blue auras that I emit when releasing the shout looks amazing, and want to see it more.
Voicing: The voice for the human male is vastly different from the other races as I have seen on youtube. My character sounds relaxed, uninterested, indifferent. As for the other races, they seem to be “into it” haha. Its as if they have declared their intentions.
TBH I would have suggested that all the voices to sound more grim and darker, but hey. You would think that death incarnate using a shout would instill fear among it’s target.
At the end of the day, the reaper seems to be the most fun for me ! Great concept and is on par with the Chronomancer. They may not be on par balance wise but there is time to play around with the numbers.
As a general suggestion to the Devs, please don’t be afraid to make skills look bulky. I was expecting some of the skills like nightfall and the shout to visually be creeping, like a cloud of darkness puffing out from the character, making the target fear being in range of me. They just seem to be a slightly more intense iteration of “Unholy Feast” on the axe.
I understand that there is an ongoing concern with a graphical overload due to many players being within visual range, but please try to make the skills more impactful in the future.
Profession: Chronomancer
Race: Human Female
Perfect. I understand that many players are absolutely in love with this profession, including myself. The wells sound absolutely amazing.
Some of my concerns with the reaper shouts seems to be in conflict with the wells. Its true that the reaper shouts and wells have very similar damage , but there is a difference in effect. The Chronomancers simply have the better end of the stick, even is a solo situation.
I personally believe that the Chronomancers is the crowning achievement of all the elite specializations released so far.
(Due to the character restiction of 5001 per post, I had to cut up my post into 3 pieces, I sincerely apologize, I didn’t know I typed so much until it was too late, and now I’m sad…)
Hello fellow members of the GW2 community. The objective of this forum post is to give feed back based on this week’s beta test. I wish to keep this civil. I aim to give constructive criticism and also hope commentors will do the same. Some of these opinions that I hold may not necessarily be between numbers (damage, cooldowns, ETC) and I may occasionally put in some suggestions to humor myself, so please forgive me.
Profession: Revenant
Race: Human Male
Shiro- Dual hand sword skills.
Sword 1 : The animation seems to be a bit clunky to me. Most of the time when using it on a human male I seem to be tilting my head down and staring at the floor for the first two attacks. One being “preparation thrust”, where I would thrust and look down. The second being brutal blade where I would throw out a sword while appearing to be hacking with an axe in a downward arc…In which case, my character is still looking down at the floor. It just seems really strange to me. I had suggested quite a long time ago to have the blade projectile from brutal blade be created behind the character model’s back and shoot forth from the shoulder in a downward angle.
Otherwise I honestly think the entire attack animation sequence seems rushed.
Sword 2: Precision strike, it sends out projectile that chills enemies that it hits within a 450 radius. I just find it odd that it doesn’t seem to fit the lore of Shiro at all, being from Cantha and all. I would have rather it been cripple since it would fit the theme of an assassin.
Sword 3: The particle effect looks stunning, the animation on the other hand is non-existent. All I see if my character model standing still while being moved from one place to another. I had hoped from some unique animations during the attack, perhaps attacking from above while being in the air.
Heal 1: Great skill. Wrong name. I like the name “Enchanted Daggers” and it would fit the theme well if only they resembled daggers to begin with. Enchanted Jade would do just fine.
Elite Skill: I absolutely love the effect of this skill. There is a bug however. The vast majority of the time that I have turned enemies into jade, they would remain static and not move as if they were completely solid. There has been a few occasion where I would hit a Mordrem Mender and they would stagger when I attack them while under the effect of Jade Wind.
(edited by Fluffy Pillow.3612)
